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1. So if macro mining is really a huge problem... - in Player Features and Ideas Discussion [original thread]
Maybe add something to the log in or character selection screen like those forms you fill out on the internet designed to prevent auto-filling. Some of these macros, I've heard, have the ability to relogin if the connection is severed. How about a...
- by Gabriel Demetrium - at 2006.07.18 15:28:00
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2. simultaneous locking penalty - in Player Features and Ideas Discussion [original thread]
I like this idea, so I'm going to defend it. First, lots of people locking their gangmates. Yes, that is an issue. That's the only argument against it that I think holds any water. But that could be fixed by introducing the "friendly lock" that I...
- by Gabriel Demetrium - at 2006.07.18 15:11:00
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3. Cruise, Siege, Torp - in Ships and Modules [original thread]
Cruise missiles also require missile launcher operation 5, where as torps don't. Not really a problem, as that's a skill you should train to 5 anyway as a missile user. Also torpedoes move a lot, lot slower than cruises, so sometimes the target c...
- by Gabriel Demetrium - at 2006.06.24 16:01:00
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4. Ctrl+Q to Quit, How about Ctrl+L to get back into main screen - in Player Features and Ideas Discussion [original thread]
I believe there used to be something similar to what you're suggesting, but I think the Devs took it out because it was easilly exploitable. Something about being able to log out real quick and cause your ship to warp away at the first sign of dan...
- by Gabriel Demetrium - at 2006.06.07 06:07:00
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5. Mission to enter a .4 Security Level System - in EVE New Citizens Q&A [original thread]
There are a couple additional things you can do. First, ask in local if the system is camped. Most of the .4 systems I encounter all the time are right next to .5 hub and manufacturing systems, so there are always people coming and going. Second,...
- by Gabriel Demetrium - at 2006.06.07 03:19:00
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6. I cant tank against drones - in Ships and Modules [original thread]
I know a little about passive tanking. To make it work at all you need the tech II large shield extenders. Is that what you were using? I'd recommend something like this: Highs: heavy launchers and small rails if you want to have a better chance ...
- by Gabriel Demetrium - at 2006.06.07 02:30:00
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7. Transition players gently out of Starter Corp - in Player Features and Ideas Discussion [original thread]
That idea right there is forcing a player out of the newbie corp as much as anything else. 75% tax? And this is after what, 3-4 months? Even the 25% tax that hits you right away or real soon is going to make life really hard for new characters. Ma...
- by Gabriel Demetrium - at 2006.06.07 00:22:00
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8. decrease jumpclone duration, add a new skill !!1 - in Player Features and Ideas Discussion [original thread]
With 51 days for level 5 that would be somewhere around a rank 8 or 9 skill maybe. Most skills are something like: level 1 is X hours, X minutes and X seconds long. Level 2 is 3 times that long, level 3 is 3 times that long, etc etc. I'm sure the...
- by Gabriel Demetrium - at 2006.06.06 23:44:00
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9. Auto Starting of next skills level - in Player Features and Ideas Discussion [original thread]
A spanner is... um... it spans, yeah. /signed for this idea. Many, many of us have demanding work schedules that require us to leave at unexpected times, or stay for hours longer, or work for such a stretch that several skills can complete themse...
- by Gabriel Demetrium - at 2006.06.06 21:31:00
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10. Combine 3 ideas to enhance fleet combat - in Player Features and Ideas Discussion [original thread]
If they find holes. So be it. There might be a patch to fix whatever exploit comes along, and that would be cool. If not, then whatever. What I meant by pulses is the rate at which eve accepts commands. If you active a module, you'll notice it fl...
- by Gabriel Demetrium - at 2006.06.06 20:55:00
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11. Combine 3 ideas to enhance fleet combat - in Player Features and Ideas Discussion [original thread]
Edited by: Gabriel Demetrium on 06/06/2006 20:56:13 stupid double-posting browser
- by Gabriel Demetrium - at 2006.06.06 20:55:00
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12. Gangs - in Player Features and Ideas Discussion [original thread]
I like your idea. A lot. And the whole disbanding of gangs if the leader dies is a good thing. Sure it changes things, and forces people to rethink their strategies, but that isn't bad. Change isn't always bad. I've heard this called an MMORTS, a...
- by Gabriel Demetrium - at 2006.06.06 20:21:00
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13. Combine 3 ideas to enhance fleet combat - in Player Features and Ideas Discussion [original thread]
Edited by: Gabriel Demetrium on 06/06/2006 20:10:20 Maya, First, you're right about the gang thing. I overlooked those details, so thanks for pointing that out. I'm sure with further thought that those can be addressed. That's what these foru...
- by Gabriel Demetrium - at 2006.06.06 20:08:00
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14. Combine 3 ideas to enhance fleet combat - in Player Features and Ideas Discussion [original thread]
I read 2 ideas that I think, if combined with a third, could make fleet combat into a bigger, desperate type of free-for-all, and could bring a lot of fun. First is an idea posed in a thread about gangs by Firefoxx88. Linkage To sum up, use a...
- by Gabriel Demetrium - at 2006.06.06 18:28:00
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15. Looking to get rid of a Vigilant BPC - in Sell Orders [original thread]
I'm interested.... but I can't evemail you for another few hours... so here's hoping you're willing to hold onto it for a definate buyer.
- by Gabriel Demetrium - at 2006.06.02 04:07:00
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16. Give life to stations, give life to EVE... - in Player Features and Ideas Discussion [original thread]
Actually, I'm pretty sure pod pilots are only in pods when they're piloting a ship. I'm sure at the end of the day, they get out, shower, put on some clothes, and do other stuff. But about your idea. I would like to see it, but it's not going to ...
- by Gabriel Demetrium - at 2006.06.01 04:26:00
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17. Dealing with the fundamentals. OR "If I was TomB for a day..." - in Player Features and Ideas Discussion [original thread]
I have to say that this is one of the more interesting posts I've read, and I totally agree. From what I gather in the posts thus far, you suggest that both the modules installed on the ship, and the built in systems be targetted. Built in system...
- by Gabriel Demetrium - at 2006.05.30 20:39:00
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18. Ferox for 0.0 belt NPCing - in Ships and Modules [original thread]
Look at the sticky for ship fittings here. Look at the Ferox passive tank. Very good. With very low skills (like 1-2 mil SP) you can tank 90% of 0.0 spawns. Multiple 1.5 mil BSes are something to look out for unless your shield skills are good.
- by Gabriel Demetrium - at 2006.05.27 13:24:00
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19. Tux is going to "fix" carriers - in Ships and Modules [original thread]
Edited by: Gabriel Demetrium on 27/05/2006 12:50:07 I've been thinking about this, and I've come to two conclusions. First: carriers won't benefit that much from an increase in HP or tanking ability. All it will do is add a few more seconds in...
- by Gabriel Demetrium - at 2006.05.27 12:48:00
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20. Planetary RTS features thread - in Player Features and Ideas Discussion [original thread]
In a perfect world, here's what I'd like to see happen: Introduce a special kind of POS, called a "Player Owned Orbital Docking Assembly" or "PODA" (sounds better than pooda, which no one would ever take seriously). Just like an npc station, you ...
- by Gabriel Demetrium - at 2006.05.27 10:33:00
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